Kyatric's Recent Forum Activity

  • No Problem. Be sure to check R68, it went out tonight and it features webgl rendering <img src="smileys/smiley4.gif" border="0" align="middle">.

  • FF8.0 in XP

    I had to switch webgl.verbose to true, to get the webgl warnings.

    Firebug reports on start of the app:

    ebGL: A texture is going to be rendered as if it were black, as per the OpenGL ES 2.0.24 spec section 3.8.2, because it is a 2D texture, with a minification filter not requiring a mipmap, with its width or height not a power of two, and with a wrap mode different from CLAMP_TO_EDGE.

    TiledBackgrounds in my game were indeed rendered in black.

    This with webgl on, point and linear sampling both, all options of FullScreen.

  • I've tried it (and point sampling too) in FF 8.0 - XP, it works correctly.

    I also noticed the right click displays a contextual menu.

    Leos, is your chrome updated ? Your graphic card drivers ?

    Check in chrome if webgl is enabled. (something like "chrome::config" in the url bar, I'm not sure, I don't use it).

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  • kiyoshi: Also you can google "spritefonts" I guess there are a few already freely available.

    But further questions and discussions about the plugin should be taken directly in the plugin's topic nevertheless.

  • It applies angle 180 to it, this is no bug.

    Try to make an event "every tick" and action Sprite set angle to Sprite.angle + 1, you'll see the natural course that leads the sprite to be "head over heels".

    But, this allowed to see that auto-mirror and auto-flip don't seem to work. If you set them in the project, the image doesn't flip or mirror.

  • kiyoshi: Have you tried the spritefont plugin ?

  • As you can see here the difference between the free version and the licensed are the use of unlimited layers (4 only in the free version), unlimited events in all your project (100 in the free version), subfolders (in the object tab, when you are sorting the object of the project out, you can store them in useful subfolders) and finaly you can make money with a standard and business license whereas the free edition does not allow you to make money out of your games.

    You should check the tutorial about licenses.

  • I loled.

  • There's no layer limit in the licensed version.

    Can you provide a capx to check it out ?

  • Your question still doesn't make full sense to me, and that's why I linked to the topics, where there is an example of variables scope.

    In your capx, I don't see the problem in the scope group, except that you use two for each loops on the same object.

    As it is, the local variable is accessible for the second loop, but not the first one, as you seem to want it, so I don't see how its scope is wrong.

    Also you can drag/drop the variable and modify where it is placed even if it was created in the wrong spot, so I really don't see the problem there.

    What are you trying to do exactly ?

  • Ho yeah the strange line has disappeared, it is far better better now :)

  • Fixed again

    A few notes, when going from one layout to another, consider the objects that are not global to be destroyed, and the objects in the "new" layout to be created again.

    As you made your "SwitchSceneBackButton" of layout1 with the property enabled = no by default, then each time you "launch" this layout, the button will be deactivated.

    You need another check on a global variable to make sure what "state" it should be in (enabled/disabled).

    Also, try to keep the code for objects from a layout in the corresponding eventsheet (just to keep track of what is where).

    For now it is not a big deal since you have less than 10 objects and only 2 layouts, but imagine what it will be like when having 1000 objects and 200 layouts.

    You'll just lose yourself in trying to figure out what is working with what/where.

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Kyatric

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